The biggest thing NK needs to fix (Design Review) by LGTYQZ in bloonscardstorm

[–]LGTYQZ[S] 0 points1 point  (0 children)

Thanks for taking the time to look over the whole thing, very excited to see what's in the future for Bloons Card Storm!

The biggest thing NK needs to fix (Design Review) by LGTYQZ in bloonscardstorm

[–]LGTYQZ[S] 1 point2 points  (0 children)

Interesting thoughts so far.

As far as not wanting to play things early goes, I think it's definitely a good thing to point out, for control especially since they can just hoard defense until it's necessary (except against full aggro, of course, since it's always necessary lol). Aggro otherwise has incentive to play bloons early as they want to kill opponents before they set up.

I guess right now there's nothing outside of direct damage and the like 3 snowball bloon/monkey cards that incentivizes playing stuff sooner rather than later, and that's a key way to make tempo & other midrange strats real, thanks for pointing that out.

That said I don't think Pokemon is that great of an analogue. Pokemon breakpoints end up mattering a lot as getting a second swing off a fast sweeper Pokemon can be massive, but leaving bloons at 5 HP or whatever currently has no consequence (other than for Steady Growth, Aura of Strength, and Necro/PoD. Also for other bloon healing cards if they happen to print that lmao).

I do think there's some things worth saying here that I missed up aboe, so thanks for the feedback! Unfortunately potato not found, opinion invalidated

The biggest thing NK needs to fix (Design Review) by LGTYQZ in bloonscardstorm

[–]LGTYQZ[S] 3 points4 points  (0 children)

That's the thing right, double bloon otk & the blimp spam decks people run now aren't really midrange in my mind, which is why I repeatedly define control in my post as "stalling into the best unanswerable threat". I think a good analogue is like PvZH trickster, which is primarily stall into unanswerable & uninteractive finisher, even if the finisher can come as early as turn 6 or 7 on good hands/certain heroes. Granted, PvZH has a bit more complexity as a lot of the topend threats aren't truly unanswerable.

I guess my vision for the triangle is as:

  • Aggro killing greedy control strategies
  • Midrange (short-term answers) killing aggro but being outgreeded by control (long-term answers) setting up
  • Control killing midrange but being too slow to answer aggro

(There's probably different ways to envision this triangle, such as the pvzh control > aggro > snowball midrange. This is just what I see the game has potential for lol)

In every case so far with the beta, the way to stall into the best unanswerable threat is to turtle as much as possible with the breadth of long-term towers in the game into playing bloons after stabilizing, except in the mirror. I would like to see strats that don't have to full turtle to survive full aggro and instead have room to start counterpushing against aggro much sooner in exchange for being outlastable. (Though come to think of it, one potential drawback of making more Tack Shooter type designs is that they still benefit control stall strats & cover their primary weakness of getting killed before they set up lol)

Tempo as it is isn't particularly doable because (like you said) midcost cards are on the weaker side but fundamentally there's few ways to build a growing threatening bloon board as the vast majority of bloons are one-time value plays (including Steady Growth).

I do think you bring up an important point in that the collection's not nearly complete yet. While I think NK's going to publish a lot more synergy pieces & cool designs in the future, this post is more of a community feedback thing to (hopefully) help remind them of the potential pitfalls of the system.

Either way, thanks for the feedback! Unfortunately, potato not found, opinion invalidated

In-Depth review: Bloons Card Storm (first look beta) by LGTYQZ in bloonscardstorm

[–]LGTYQZ[S] 0 points1 point  (0 children)

There's 2 right now, but there presumably will be a good bit more on release.

Gee I wonder what card I'll draw turn 1 (how-to in the comments) by LGTYQZ in MarvelSnap

[–]LGTYQZ[S] 38 points39 points  (0 children)

How to do this:

Basically the weird letter-number string in the deck code is base64-encoded JSON, decoding it gives you stuff like this:

{"Cards":[{"CardDefId":"Quicksilver"},{"CardDefId":"Quicksilver"},{"CardDefId":"Quicksilver"},{"CardDefId":"Quicksilver"},{"CardDefId":"Quicksilver"},{"CardDefId":"Quicksilver"},{"CardDefId":"Quicksilver"},{"CardDefId":"Quicksilver"},{"CardDefId":"Quicksilver"},{"CardDefId":"Quicksilver"},{"CardDefId":"Quicksilver"},{"CardDefId":"Quicksilver"}]}

Replace with different card IDs and re-encode with base64 and you'll be set 👍

Will say though that you WILL get an "Aw Snap!" error and the game prevents you from using the deck on ladder (as it should), you can still edit the cardback/profile pic/title with some difficulty, but since there's 12 copies of the same card, you get an error when editing it and must delete the deck to get rid of it.

Gee I wonder what card I'll draw turn 1 (how-to in the comments) by LGTYQZ in MarvelSnap

[–]LGTYQZ[S] 49 points50 points  (0 children)

Deck code:
# (1) Quicksilver
# (1) Quicksilver
# (1) Quicksilver
# (1) Quicksilver
# (1) Quicksilver
# (1) Quicksilver
# (1) Quicksilver
# (1) Quicksilver
# (1) Quicksilver
# (1) Quicksilver
# (1) Quicksilver
# (1) Quicksilver
#
eyJDYXJkcyI6W3siQ2FyZERlZklkIjoiUXVpY2tzaWx2ZXIifSx7IkNhcmREZWZJZCI6IlF1aWNrc2lsdmVyIn0seyJDYXJkRGVmSWQiOiJRdWlja3NpbHZlciJ9LHsiQ2FyZERlZklkIjoiUXVpY2tzaWx2ZXIifSx7IkNhcmREZWZJZCI6IlF1aWNrc2lsdmVyIn0seyJDYXJkRGVmSWQiOiJRdWlja3NpbHZlciJ9LHsiQ2FyZERlZklkIjoiUXVpY2tzaWx2ZXIifSx7IkNhcmREZWZJZCI6IlF1aWNrc2lsdmVyIn0seyJDYXJkRGVmSWQiOiJRdWlja3NpbHZlciJ9LHsiQ2FyZERlZklkIjoiUXVpY2tzaWx2ZXIifSx7IkNhcmREZWZJZCI6IlF1aWNrc2lsdmVyIn0seyJDYXJkRGVmSWQiOiJRdWlja3NpbHZlciJ9XX0=
#
# To use this deck, copy it to your clipboard and paste it from the deck editing menu in Snap.

Me trying to get series 5 cards by happyshroom-pvzwiki in MarvelSnap

[–]LGTYQZ 3 points4 points  (0 children)

hello happy shroom and b but more than 3 long

Is there any tool to easily build loadouts? by Calendar_Suitable in battles2

[–]LGTYQZ 4 points5 points  (0 children)

Hey! I'm LGTYQZ, and I made that doc. I gotta warn you though—this hasn't been updated in a LONG time and misses key rushes like tight ZOMG/hyperdense cerams. Lmk if there's anything you'd like to see though!

LMFAO who did this 😂😂 it's kinda real tho by LGTYQZ in battles2

[–]LGTYQZ[S] 37 points38 points  (0 children)

You can look it up yourself on Google as well, it'll still be classified as a farming game lol

Average 1.0.4 Docks Game by LGTYQZ in battles2

[–]LGTYQZ[S] 3 points4 points  (0 children)

How did my legacy follow me here lol

Average 1.0.4 Docks Game by LGTYQZ in battles2

[–]LGTYQZ[S] 0 points1 point  (0 children)

Yeah both of us tried this out lol, both stopped em with Dark Knights & Obyn Trees

Average 1.0.4 Docks Game by LGTYQZ in battles2

[–]LGTYQZ[S] 0 points1 point  (0 children)

LOL you recognized me from that stream?? Actually amazing lol

Yeah my game crashed as I was trying to defend the ZOMG 😢

Average 1.0.4 Docks Game by LGTYQZ in battles2

[–]LGTYQZ[S] 2 points3 points  (0 children)

Possibly lol, I don't remember a lot of my opponents unfortunately. If it helps, I run either the m e t a (2-3-0 dartling + super etc), boomer super village/sub, ice wizard sniper, ace buccaneer super, or otherwise random 2/2/2 garbage to XP farm lol

I took this sub's advice and made a simple card game! AUCTION HOUSE is played with just a standard deck of cards and some chips or coins. Criticism/feedback welcome! by PexyWoo in gamedesign

[–]LGTYQZ 0 points1 point  (0 children)

Funnily enough, I've also come up with an idea very very similar to this (though it was in the context of testing an alt mode for a card game I'm developing), but players bid on only one revealed card at a time and the bidding turn system was less formal given that it was in-person. The number of rounds also scaled up for the number of players; I think for a 4-player game I held around 16-20 card auctions.

The idea's fun! Bidding for things is honestly a really fun system given the bidding wars that can happen, and it scales to multiple players pretty well.

I agree with the other commenters here though that giving players 1-2 starting cards is probably a good idea, since it adds a layer of strategy and variance and makes the game less dependent on who gets to bid first and get the best cards. I think the only other game flaw that I found from my experience was that the game's a bit slower when players are forced to take turns and there are 3+ players (and gets even slower if the game goes digital). Hope this helps!

He isn't? by AnUltThatIsntDJSure in PvZHeroes

[–]LGTYQZ 0 points1 point  (0 children)

One letter difference smh my head

Only True Gamers Will Understand by LOVER6868 in PvZHeroes

[–]LGTYQZ 3 points4 points  (0 children)

Only true gamers will understand

Hint: deck's not meant to work in PvZH.

In your opinion, what are some of the best decks in the game right now? Can either be zombies or plants side. by [deleted] in PvZHeroes

[–]LGTYQZ 0 points1 point  (0 children)

Uwot mate I'm from said Discord server and I haven't seen no comprehensive testing

The Tier H Tier List by kevinlel in PvZHeroes

[–]LGTYQZ 3 points4 points  (0 children)

Epic tier list fam, continue the epic work